Files
oboe/osx/Scenario Editor/scen.core.h
Celtic Minstrel 78cd213972 In no particular order:
- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-07 18:18:24 +00:00

67 lines
2.4 KiB
C

cMonster return_monster_template(m_num_t store);
//item_record_type convert_item (short_item_record_type s_item) ;
void init_scenario() __attribute__((deprecated));
short edit_ter_type(short which_ter);
//void edit_ter_type_event_filter (short item_hit);
bool save_ter_info();
void put_ter_info_in_dlog();
void put_monst_info_in_dlog();
bool save_monst_info();
void edit_monst_type_event_filter (short item_hit);
short edit_monst_type(short which_monst);
void put_monst_abils_in_dlog();
bool save_monst_abils();
void edit_monst_abil_event_filter (short item_hit);
cMonster edit_monst_abil(cMonster starting_record,short parent_num);
void put_item_info_in_dlog();
bool save_item_info();
void edit_item_type_event_filter (short item_hit);
short edit_item_type(short which_item);
void put_item_abils_in_dlog();
bool save_item_abils();
void edit_item_abil_event_filter (short item_hit);
cItemRec edit_item_abil(cItemRec starting_record,short parent_num);
void edit_spec_item(short which_item);
void edit_spec_item_event_filter (short spec_item_hit);
bool save_spec_item();
void put_spec_item_in_dlog();
void put_save_rects_in_dlog();
bool save_save_rects();
void edit_save_rects_event_filter (short save_rects_hit);
void edit_save_rects();
void edit_horses();
void edit_horses_event_filter (short item_hit);
void put_horses_in_dlog();
bool save_horses();
bool save_add_town();
void put_add_town_in_dlog();
void edit_add_town_event_filter (short item_hit);
void edit_add_town();
void edit_item_placement();
void edit_item_placement_event_filter (short item_hit);
void put_item_placement_in_dlog();
bool save_item_placement();
void edit_scen_details_event_filter (short item_hit);
void edit_scen_details();
short edit_make_scen_2(short *val_array);
void edit_make_scen_2_event_filter (short item_hit);
void put_make_scen_2_in_dlog();
short edit_make_scen_1(char *filename,char *title,short *grass);
void edit_make_scen_1_event_filter (short item_hit);
void put_make_scen_1_in_dlog();
//short get_password();
//void give_password_filter (short item_hit);
void edit_scenario_events();
void edit_scenario_events_event_filter (short item_hit);
void put_scenario_events_in_dlog();
bool save_scenario_events();
//short enter_password();
bool build_scenario();
void set_starting_loc_filter (short item_hit);
void set_starting_loc();
void edit_boats_event_filter (short item_hit);
void edit_boats();
//void user_password_filter (short item_hit);
//short wd_to_pwd(Str255 str);